Organizations

Research, Real world research about immersive
environments, Research in virtual worlds about RL issues, Using online collaborative games to solve
scientific problems., Foldit, EteRNA, GalaxyZoo, games to solve social problems, Free Rice, The Extraordinaries, EVOKE, MIT Center for Collective Intellignece, Call for more research

Soft skills

Teaching, Topics, About RL issues, Cultural issues, Can immersive environments be culture neutral?, Is it cultural appropriation?, How are immersive world cultures studied?, Anthropology, Coming of Age in Second Life, Ethnography, Sociological, Social psychology, Psychological, Systems, Transactional distance, Critical theory, Class, Age, Gender, Ethnicity, About VR, Types, Stand and deliver, Blended, CSCL, Presence Pedagogy, Presence in small group discussions, e.g MOOC breakout @ Conviviality Corners, freedom to take new directions, Skupik "something powerful about sitting around
a fire", Empowered by the ability to chose to be there

Cybergogy focuses on helping adults and young people to
learn by facilitating and technologically enabling learner-centered
autonomous and collaborative learning in a virtual environment. At the
core of cybergogy is awareness that strategies used for face-to-face
learning may not be the same used in the virtual environment.

Collective Intelligence

Four Loci of network power, Power of inclusion in a network, Gatekeeping, New node

Definitions

Virtual worlds

virtual worlds as
having two core elements: (1) a digital environment that is a representation of
either a real or imaginary geographic ‘place’, and (2) the requirement that a
user adopt a character, avatar, or personality that resides within that world and
is the means by which the user interacts.

digital environment that is a
representation of a real or imaginary
geographic place.

the requirement that a
user adopt a character, avatar, or personality that resides within that world and
is the means by which the user interacts.

shared or multi-user, persistent virtual
environments that are simulated/implemented by a computer (or a network of computers)"

Metaverse=emerging concept that describes
the combining of the web, virtual reality and
augmented reality

A Connectivist MOOC in
Second Life

Concept

Use SL to organize a group of
people interested in learning theory., Rather than using a LMS use Sl, Participants could still develop
their own PLE and display/share/
in SL

Use Boitshwarelo's framework to
organize part of the research
effort.

Purpose

To contribute to the body of
theoretical knowledge about teaching
and learning

To test available theories
particularly connectivitsm

To set the ground for further
theory development

Problem

Emerging online technology is having a
profound effect on educational practice.

Traditional theories of teaching
and learning are not adequate.

People and institutions are looking for new approaches
and new modalities but need them to be based on
sound theroetical footings supported by peer-reviewed
research., Early MOOCs were constructivist but the process has
been co-opted by institutions and high profile
academics. xMOOCs are more prescriptive than
emergent.

Research Methodology

Boitshwarelo Integrated research
framework for connectivism, "Online communities of practice
are manifestations of
connectivism", Previous studies of two types, Case studies focusing on existing social networks
that already have well defined histories, norms,
identities, Case studies of attempts to build infrastructure of
online communities within a given educational
setting., Design-based research, Iterative design interventions characteristic
of technology based learning environments., Assumptions of Activity Theory, Unity of Consciousness and Activty, Intentionality, Contradictions, Mediated Action, Historicity